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PlasmoidThunder

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Messages by PlasmoidThunder

    

Re: Problems with Win Quotes against characters

 March 03, 2024, 11:12:45 am View in topic context
 Posted by PlasmoidThunder  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

win and matchover are separate triggers. Your current syntax is wrong; you only needed to replace trigger1 = time = 0 with trigger1 = win && matchover, leaving the enemy,name trigger as it was.
    

Re: bot report 2016 - skynet's invasion has begun

 March 01, 2024, 11:10:24 am View in topic context
 Posted by PlasmoidThunder  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

Re: Problems with Win Quotes against characters

 March 01, 2024, 09:31:27 am View in topic context
 Posted by PlasmoidThunder  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

Or die in simul/tag modes while your teammate pulls through.
    

Re: Problems with Win Quotes against characters

 February 29, 2024, 10:38:51 pm View in topic context
 Posted by PlasmoidThunder  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

The reason I suggested using -3 in that thread is because you can win without going into the win state decider (state 180). It's likely not working because of the time = 0 trigger; change it to win && matchover.
    

Re: [Playtest Build] Unfinished Character!

 February 29, 2024, 11:21:44 am View in topic context
 Posted by PlasmoidThunder  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

The character would need to be its own character, yes.

Lack of technical information is often a point of criticism, but there's no way in hell anyone's bothering to add frame data, as the quickly abandoned Mugen Lab demonstrates (and to a lesser extent, Saltypedia). Rather than having like two articles that feature it, it's best that everything's consistent. The format the Database has now is realistic due to the open-ended nature of the engine and how frequently characters can be updated.
    

Re: Problems with sprpriority

 February 28, 2024, 04:18:56 pm View in topic context
 Posted by PlasmoidThunder  in Problems with sprpriority (Started by GaziraAgain February 28, 2024, 02:15:48 pm
 Board: M.U.G.E.N Development Help

You can't without setting the lifebars to layerno 2. Sprpriority determines the draw order of sprites on the character layer, so no matter how low you set it, the sprites cannot display below the lifebars.
    

Re: [Playtest Build] Unfinished Character!

 February 27, 2024, 11:19:55 am View in topic context
 Posted by PlasmoidThunder  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

The Database has a strict uniform layout that doesn't include frame data, so not there either. It would be documented as a Kung Fu Man edit regardless, not its own character.
    

Re: bot report 2016 - skynet's invasion has begun

 February 26, 2024, 12:12:19 pm View in topic context
 Posted by PlasmoidThunder  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

Re: [Playtest Build] Unfinished Character!

 February 26, 2024, 12:01:38 pm View in topic context
 Posted by PlasmoidThunder  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Dustloop, Supercombo, Mizuumi, etc. document actual games, not random MUGEN characters. You'll need to make your own resource for that.
    

Re: [Playtest Build] Unfinished Character!

 February 24, 2024, 09:47:02 pm View in topic context
 Posted by PlasmoidThunder  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Would probably help if the link wasn't dead.
    

Re: INVULNERABILITY

 January 26, 2024, 06:10:02 pm View in topic context
 Posted by PlasmoidThunder  in INVULNERABILITY  (Started by Keymon2324 January 26, 2024, 05:00:50 pm
 Board: M.U.G.E.N Configuration Help

Because ReversalDefs ignore invulnerability to always hit, as they're based on hitboxes touching and ignore hurtboxes.
    

Re: 3D Stages are Here! a fairly comprehensive guide

 January 26, 2024, 11:16:37 am View in topic context
 Posted by PlasmoidThunder  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

Nice bait, but reading literally anything in the OP would've answered your question.
    

Re: Help with a char

 January 26, 2024, 11:11:05 am View in topic context
 Posted by PlasmoidThunder  in Help with a char (Started by Tabris666 January 25, 2024, 06:53:41 pm
 Board: M.U.G.E.N Configuration Help

Do you get an error with the crash or does the engine just close?
    

Re: Help with a char

 January 25, 2024, 09:00:44 pm View in topic context
 Posted by PlasmoidThunder  in Help with a char (Started by Tabris666 January 25, 2024, 06:53:41 pm
 Board: M.U.G.E.N Configuration Help

I've never once had it crash on me and I've used both 1.0 and 1.1. Do you have a link to the version of the character you're using?
    

Re: How do you code a Throw Tech?

 January 11, 2024, 04:18:35 pm View in topic context
 Posted by PlasmoidThunder  in How do you code a Throw Tech? (Started by primordialgunna January 11, 2024, 03:55:56 am
 Board: M.U.G.E.N Development Help

Create two near-identical states that handle what happens when a tech occurs; using the target's inputs as your triggers, you'll TargetState the opponent into one of those states and ChangeState yourself into the other.

Ensure the target's tech state uses a SelfState.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 02, 2024, 11:30:21 am View in topic context

You need to edit the sprites themselves. By opening fight.def in Fighter Factory, you can view and modify the sprites via the sprites tab.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 01, 2024, 12:55:48 am View in topic context

Open mugen1/fight.def in Fighter Factory. Since the bar is animated, you'll have to edit several sprites.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 December 31, 2023, 06:51:18 pm View in topic context

You physically change the respective lifebar sprite.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 10:40:29 pm View in topic context

You have 60 vars to work with (0-59) and 40 fvars (0-39), so 69 is outside the range of both.

Keep in mind that vars 4-59 and fvars 4-39 will now not reset between rounds, just in case something crops up.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 10:21:50 am View in topic context

Didn't work, still losing Burst after round one no matter what.

Don't quote what I said and then ignore it. The VarRangeSets in 5900 reset every var at the start of each match, so they have nothing to do with vars resetting between rounds, hence modifying that didn't do anything. If you read what I said again, you'll see what you need to change.